Pre-combat-improvements: Combat animations, flee fixes, corpse logic updates

This commit is contained in:
Joan
2026-02-03 19:48:37 +01:00
parent 0b0a23f500
commit e6747b1d05
29 changed files with 827 additions and 243 deletions

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@@ -6,6 +6,7 @@ import asyncio
import logging
import random
import time
from .services.constants import PVP_TURN_TIMEOUT
import os
import fcntl
from typing import Dict, Optional
@@ -346,6 +347,112 @@ async def check_combat_timers():
await asyncio.sleep(10)
# ============================================================================
# BACKGROUND TASK: PVP COMBAT TIMERS
# ============================================================================
async def check_pvp_combat_timers(manager=None):
"""Checks for expired PvP combat turns and auto-advances them."""
logger.info("⚔️ PvP Combat Timer task started")
while True:
try:
await asyncio.sleep(30) # Check every 30 seconds
start_time = time.time()
all_pvp_combats = await db.get_all_pvp_combats()
processed = 0
for combat in all_pvp_combats:
try:
# Check if combat has already ended (fled or player dead)
if combat.get('attacker_fled') or combat.get('defender_fled'):
continue
# Get both players to check HP
attacker = await db.get_player_by_id(combat['attacker_character_id'])
defender = await db.get_player_by_id(combat['defender_character_id'])
if not attacker or not defender:
# Player doesn't exist, clean up combat
await db.end_pvp_combat(combat['id'])
continue
# Check if combat ended (someone died)
if attacker['hp'] <= 0 or defender['hp'] <= 0:
continue
# Check if turn has timed out
turn_timeout = combat.get('turn_timeout_seconds', PVP_TURN_TIMEOUT)
# Use imported constant instead of hardcoded 300
turn_started = combat.get('turn_started_at', time.time())
time_elapsed = time.time() - turn_started
if time_elapsed < turn_timeout:
continue # Turn hasn't timed out yet
# Turn has timed out - advance to other player
current_turn = combat.get('turn', 'attacker')
new_turn = 'defender' if current_turn == 'attacker' else 'attacker'
logger.info(f"PvP turn timeout: combat {combat['id']} advancing from {current_turn} to {new_turn}")
# Update combat with new turn
await db.update_pvp_combat(combat['id'], {
'turn': new_turn,
'turn_started_at': time.time(),
'last_action': f"Turn timeout - {current_turn}'s turn skipped|{time.time()}"
})
processed += 1
# Send WebSocket notifications to both players
if manager:
# Get updated combat data
updated_combat = await db.get_pvp_combat_by_id(combat['id'])
if updated_combat:
# Calculate time remaining for new turn
time_remaining = turn_timeout
# Build combat update payload
combat_update = {
"type": "combat_update",
"data": {
"pvp_combat": {
"id": updated_combat['id'],
"turn": new_turn,
"time_remaining": time_remaining,
"turn_timeout": "skipped",
"last_action": f"Turn timeout - {current_turn}'s turn skipped"
},
"is_pvp": True,
"message": f"⏱️ Turn skipped due to timeout!"
},
"timestamp": time.time()
}
# Notify both players
await manager.send_personal_message(
combat['attacker_character_id'],
combat_update
)
await manager.send_personal_message(
combat['defender_character_id'],
combat_update
)
except Exception as e:
logger.error(f"Error processing PvP combat {combat.get('id')}: {e}")
if processed > 0:
elapsed = time.time() - start_time
logger.info(f"Processed {processed} PvP combat timeouts in {elapsed:.2f}s")
except Exception as e:
logger.error(f"❌ Error in PvP combat timer check: {e}", exc_info=True)
await asyncio.sleep(10)
# ============================================================================
# BACKGROUND TASK: INTERACTABLE COOLDOWN CLEANUP
# ============================================================================
@@ -431,7 +538,7 @@ async def cleanup_interactable_cooldowns(manager=None, world_locations=None):
# ============================================================================
async def decay_corpses(manager=None):
"""Removes old corpses.
"""Removes old corpses and empty corpses.
Args:
manager: WebSocket ConnectionManager for broadcasting decay events
@@ -445,6 +552,7 @@ async def decay_corpses(manager=None):
start_time = time.time()
logger.info("Running corpse decay...")
# ===== TIME-BASED DECAY =====
# Player corpses decay after 24 hours
player_corpse_limit = time.time() - (24 * 3600)
expired_player_corpses = await db.get_expired_player_corpses(player_corpse_limit)
@@ -455,6 +563,20 @@ async def decay_corpses(manager=None):
expired_npc_corpses = await db.get_expired_npc_corpses(npc_corpse_limit)
npc_corpses_removed = await db.remove_expired_npc_corpses(npc_corpse_limit)
# ===== EMPTY CORPSE DECAY =====
# Empty corpses (no loot remaining) decay immediately
empty_player_corpses = await db.get_empty_player_corpses()
empty_player_removed = await db.remove_empty_player_corpses()
empty_npc_corpses = await db.get_empty_npc_corpses()
empty_npc_removed = await db.remove_empty_npc_corpses()
# Combine all decayed corpses for notification
all_decayed_player_corpses = expired_player_corpses + empty_player_corpses
all_decayed_npc_corpses = expired_npc_corpses + empty_npc_corpses
total_player_removed = player_corpses_removed + empty_player_removed
total_npc_removed = npc_corpses_removed + empty_npc_removed
# Notify players in locations where corpses decayed
if manager:
from datetime import datetime
@@ -463,10 +585,10 @@ async def decay_corpses(manager=None):
# Group corpses by location
corpses_by_location = defaultdict(lambda: {"player": 0, "npc": 0})
for corpse in expired_player_corpses:
for corpse in all_decayed_player_corpses:
corpses_by_location[corpse['location_id']]["player"] += 1
for corpse in expired_npc_corpses:
for corpse in all_decayed_npc_corpses:
corpses_by_location[corpse['location_id']]["npc"] += 1
# Notify each location
@@ -487,8 +609,13 @@ async def decay_corpses(manager=None):
)
elapsed = time.time() - start_time
if player_corpses_removed > 0 or npc_corpses_removed > 0:
logger.info(f"Decayed {player_corpses_removed} player corpses and {npc_corpses_removed} NPC corpses in {elapsed:.2f}s")
if total_player_removed > 0 or total_npc_removed > 0:
logger.info(
f"Decayed {total_player_removed} player corpses "
f"({player_corpses_removed} expired, {empty_player_removed} empty) and "
f"{total_npc_removed} NPC corpses "
f"({npc_corpses_removed} expired, {empty_npc_removed} empty) in {elapsed:.2f}s"
)
except Exception as e:
logger.error(f"❌ Error in corpse decay: {e}", exc_info=True)
@@ -555,13 +682,18 @@ async def process_status_effects(manager=None):
await db.update_player(player_id, {'hp': 0, 'is_dead': True})
deaths += 1
# Create player corpse
# Only create corpse if player has items
inventory = await db.get_inventory(player_id)
await db.create_player_corpse(
player_name=player['name'],
location_id=player['location_id'],
items=inventory
)
if inventory:
import json
await db.create_player_corpse(
player_name=player['name'],
location_id=player['location_id'],
items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
)
logger.info(f"Created corpse for player {player['name']} with {len(inventory)} items")
else:
logger.info(f"Player {player['name']} died (status effects) with no items, skipping corpse creation")
# Remove status effects from dead player
await db.remove_all_status_effects(player_id)
@@ -698,6 +830,7 @@ async def start_background_tasks(manager=None, world_locations=None):
asyncio.create_task(decay_dropped_items(manager)),
asyncio.create_task(regenerate_stamina(manager)),
asyncio.create_task(check_combat_timers()),
asyncio.create_task(check_pvp_combat_timers(manager)),
asyncio.create_task(decay_corpses(manager)),
asyncio.create_task(process_status_effects(manager)),
# Note: Interactable cooldowns are handled client-side with server validation

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@@ -2,6 +2,7 @@
WebSocket connection manager for real-time game updates.
Handles WebSocket connections and Redis pub/sub for cross-worker communication.
"""
import uuid
from typing import Dict, Optional, List
from fastapi import WebSocket
import logging
@@ -86,9 +87,13 @@ class ConnectionManager:
connections = self.active_connections[player_id]
disconnected_sockets = []
# Inject unique message ID for tracing
if "id" not in message:
message["id"] = str(uuid.uuid4())
for websocket in connections:
try:
logger.debug(f"Sending {message.get('type')} to player {player_id}")
logger.debug(f"Using WS: Sending msg {message['id']} type={message.get('type')} to player {player_id}")
await websocket.send_json(message)
except Exception as e:
logger.error(f"Failed to send message to player {player_id}: {e}")

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@@ -13,6 +13,7 @@ from sqlalchemy import (
import time
import logging
from . import items
from .services.constants import PVP_TURN_TIMEOUT
# Configure logging
logger = logging.getLogger(__name__)
@@ -194,7 +195,7 @@ pvp_combats = Table(
Column("defender_character_id", Integer, ForeignKey("characters.id", ondelete="CASCADE"), nullable=False),
Column("turn", String, nullable=False), # "attacker" or "defender"
Column("turn_started_at", Float, nullable=False),
Column("turn_timeout_seconds", Integer, default=300), # 5 minutes default
Column("turn_timeout_seconds", Integer, default=PVP_TURN_TIMEOUT), # Default from constants
Column("location_id", String, nullable=False),
Column("created_at", Float, nullable=False),
Column("attacker_fled", Boolean, default=False),
@@ -873,13 +874,13 @@ async def end_combat(player_id: int) -> bool:
# PvP Combat Functions
async def create_pvp_combat(attacker_id: int, defender_id: int, location_id: str, turn_timeout: int = 300) -> dict:
"""Create a new PvP combat. First turn goes to defender."""
async def create_pvp_combat(attacker_id: int, defender_id: int, location_id: str, turn_timeout: int = PVP_TURN_TIMEOUT) -> dict:
"""Create a new PvP combat. First turn goes to attacker."""
async with DatabaseSession() as session:
stmt = insert(pvp_combats).values(
attacker_character_id=attacker_id,
defender_character_id=defender_id,
turn='defender', # Defender goes first
turn='attacker', # Attacker goes first
turn_started_at=time.time(),
turn_timeout_seconds=turn_timeout,
location_id=location_id,
@@ -1970,6 +1971,61 @@ async def remove_expired_npc_corpses(timestamp_limit: float) -> int:
return result.rowcount
async def get_empty_player_corpses() -> List[Dict[str, Any]]:
"""Get player corpses with no items remaining."""
async with DatabaseSession() as session:
stmt = select(player_corpses).where(
or_(
player_corpses.c.items == '[]',
player_corpses.c.items == ''
)
)
result = await session.execute(stmt)
return [dict(row._mapping) for row in result.fetchall()]
async def get_empty_npc_corpses() -> List[Dict[str, Any]]:
"""Get NPC corpses with no loot remaining."""
async with DatabaseSession() as session:
stmt = select(npc_corpses).where(
or_(
npc_corpses.c.loot_remaining == '[]',
npc_corpses.c.loot_remaining == ''
)
)
result = await session.execute(stmt)
return [dict(row._mapping) for row in result.fetchall()]
async def remove_empty_player_corpses() -> int:
"""Remove player corpses with no items remaining."""
async with DatabaseSession() as session:
stmt = delete(player_corpses).where(
or_(
player_corpses.c.items == '[]',
player_corpses.c.items == ''
)
)
result = await session.execute(stmt)
await session.commit()
return result.rowcount
async def remove_empty_npc_corpses() -> int:
"""Remove NPC corpses with no loot remaining."""
async with DatabaseSession() as session:
stmt = delete(npc_corpses).where(
or_(
npc_corpses.c.loot_remaining == '[]',
npc_corpses.c.loot_remaining == ''
)
)
result = await session.execute(stmt)
await session.commit()
return result.rowcount
# ============================================================================
# STATUS EFFECTS FUNCTIONS
# ============================================================================
@@ -2226,50 +2282,12 @@ async def get_pvp_combat_by_player(character_id: int) -> Optional[Dict[str, Any]
return dict(row._mapping) if row else None
async def create_pvp_combat(
attacker_id: int,
defender_id: int,
location_id: str,
turn_timeout: int = 300
) -> Dict[str, Any]:
"""Create a new PVP combat encounter."""
import time
async with DatabaseSession() as session:
current_time = time.time()
# Get names for denormalization
attacker_res = await session.execute(select(characters.c.name).where(characters.c.id == attacker_id))
defender_res = await session.execute(select(characters.c.name).where(characters.c.id == defender_id))
attacker_name = attacker_res.scalar() or "Unknown"
defender_name = defender_res.scalar() or "Unknown"
stmt = insert(pvp_combats).values(
attacker_character_id=attacker_id,
defender_character_id=defender_id,
attacker_name=attacker_name,
defender_name=defender_name,
location_id=location_id,
started_at=current_time,
updated_at=current_time,
turn='defender', # Defender goes first usually, or random? 'initiator pays price?'
# Requirement says: "You have initiated combat... They get the first turn."
turn_started_at=current_time,
turn_timeout_seconds=turn_timeout,
attacker_acknowledged=False,
defender_acknowledged=False
).returning(pvp_combats)
result = await session.execute(stmt)
await session.commit()
return dict(result.fetchone()._mapping)
# Note: create_pvp_combat is defined above at line ~876, not duplicated here
async def update_pvp_combat(combat_id: int, updates: Dict[str, Any]) -> bool:
"""Update PVP combat state."""
import time
updates['updated_at'] = time.time()
# Don't add updated_at - column doesn't exist in table
async with DatabaseSession() as session:
stmt = update(pvp_combats).where(
pvp_combats.c.id == combat_id

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@@ -214,9 +214,15 @@ async def websocket_endpoint(websocket: WebSocket, token: str):
# Keep connection alive
while True:
try:
data = await websocket.receive_text()
# Handle ping/pong or other client messages
logger.debug(f"Received from {username}: {data}")
data_text = await websocket.receive_text()
try:
data_json = json.loads(data_text)
if data_json.get("type") == "ack":
logger.debug(f"ACK received from {username} for msg {data_json.get('reply_to')}")
else:
logger.debug(f"Received from {username}: {data_text}")
except:
logger.debug(f"Received from {username}: {data_text}")
except WebSocketDisconnect:
break
except Exception as e:

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@@ -9,6 +9,7 @@ from datetime import datetime
import random
import json
import logging
from ..services.constants import PVP_TURN_TIMEOUT
from ..core.security import get_current_user, security, verify_internal_key
from ..services.models import *
@@ -430,7 +431,8 @@ async def combat_action(
if random.random() < 0.5:
messages.append(create_combat_message(
"flee_success",
origin="player"
origin="player",
message=get_game_message('flee_success_text', locale, name=player['name'])
))
combat_over = True
player_won = False # Fled, not won
@@ -479,7 +481,8 @@ async def combat_action(
"flee_fail",
origin="enemy",
npc_name=npc_def.name,
damage=npc_damage
damage=npc_damage,
message=get_game_message('flee_fail_text', locale, name=player['name'])
))
if new_player_hp <= 0:
@@ -509,30 +512,35 @@ async def combat_action(
'tier': inv_item.get('tier')
})
logger.info(f"Creating player corpse (failed flee) for {player['name']} at {combat['location_id']} with {len(inventory_items)} items")
# Only create corpse if player has items
corpse_data = None
if inventory_items:
logger.info(f"Creating player corpse (failed flee) for {player['name']} at {combat['location_id']} with {len(inventory_items)} items")
corpse_id = await db.create_player_corpse(
player_name=player['name'],
location_id=combat['location_id'],
items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
)
corpse_id = await db.create_player_corpse(
player_name=player['name'],
location_id=combat['location_id'],
items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
)
logger.info(f"Successfully created player corpse (failed flee): ID={corpse_id}, player={player['name']}, location={combat['location_id']}, items_count={len(inventory_items)}")
logger.info(f"Successfully created player corpse (failed flee): ID={corpse_id}, player={player['name']}, location={combat['location_id']}, items_count={len(inventory_items)}")
# Clear player's inventory (items are now in corpse)
await db.clear_inventory(player['id'])
# Clear player's inventory (items are now in corpse)
await db.clear_inventory(player['id'])
# Build corpse data for broadcast
corpse_data = {
"id": f"player_{corpse_id}",
"type": "player",
"name": f"{player['name']}'s Corpse",
"emoji": "⚰️",
"player_name": player['name'],
"loot_count": len(inventory_items),
"items": inventory_items,
"timestamp": time_module.time()
}
# Build corpse data for broadcast
corpse_data = {
"id": f"player_{corpse_id}",
"type": "player",
"name": f"{player['name']}'s Corpse",
"emoji": "⚰️",
"player_name": player['name'],
"loot_count": len(inventory_items),
"items": inventory_items,
"timestamp": time_module.time()
}
else:
logger.info(f"Player {player['name']} died (failed flee) with no items, skipping corpse creation")
# Respawn enemy if from wandering
if combat.get('from_wandering_enemy'):
@@ -551,18 +559,21 @@ async def combat_action(
await db.end_combat(player['id'])
# Broadcast to location that player died and corpse appeared
# Broadcast to location that player died (and corpse if created)
logger.info(f"Broadcasting player_died (failed flee) to location {combat['location_id']} for player {player['name']}")
broadcast_data = {
"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
"action": "player_died",
"player_id": player['id']
}
if corpse_data:
broadcast_data["corpse"] = corpse_data
await manager.send_to_location(
location_id=combat['location_id'],
message={
"type": "location_update",
"data": {
"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
"action": "player_died",
"player_id": player['id'],
"corpse": corpse_data
},
"data": broadcast_data,
"timestamp": datetime.utcnow().isoformat()
},
exclude_player_id=player['id']
@@ -667,7 +678,6 @@ async def initiate_pvp_combat(
if not location or location.danger_level < 3:
raise HTTPException(status_code=400, detail="PvP combat is only allowed in dangerous zones (danger level >= 3)")
# Check level difference (+/- 3 levels)
level_diff = abs(attacker['level'] - defender['level'])
if level_diff > 3:
raise HTTPException(
@@ -678,9 +688,9 @@ async def initiate_pvp_combat(
# Create PvP combat
pvp_combat = await db.create_pvp_combat(
attacker_id=attacker['id'],
defender_id=defender['id'],
defender_id=req.target_player_id,
location_id=attacker['location_id'],
turn_timeout=300 # 5 minutes
turn_timeout=PVP_TURN_TIMEOUT
)
# Track PvP combat initiation
@@ -705,6 +715,22 @@ async def initiate_pvp_combat(
"timestamp": datetime.utcnow().isoformat()
})
# Broadcast to location that PvP combat started - both players should be removed from view
await manager.send_to_location(
attacker['location_id'],
{
"type": "location_update",
"data": {
"message": get_game_message('pvp_combat_started_broadcast', locale, attacker=attacker['name'], defender=defender['name']),
"action": "pvp_combat_started",
"players_in_combat": [attacker['id'], defender['id']],
"player_left_ids": [attacker['id'], defender['id']] # Remove both from location view
},
"timestamp": datetime.utcnow().isoformat()
},
exclude_player_id=None # Send to everyone including combatants
)
return {
"success": True,
"message": get_game_message('pvp_initiated_attacker', locale, defender=defender['name']),
@@ -760,14 +786,16 @@ async def get_pvp_combat_status(current_user: dict = Depends(get_current_user)):
"username": attacker['name'],
"level": attacker['level'],
"hp": attacker['hp'], # Use actual player HP
"max_hp": attacker['max_hp']
"max_hp": attacker['max_hp'],
"image": "/images/characters/default.webp"
},
"defender": {
"id": defender['id'],
"username": defender['name'],
"level": defender['level'],
"hp": defender['hp'], # Use actual player HP
"max_hp": defender['max_hp']
"max_hp": defender['max_hp'],
"image": "/images/characters/default.webp"
},
"is_attacker": is_attacker,
"your_turn": your_turn,
@@ -959,30 +987,35 @@ async def pvp_combat_action(
'tier': inv_item.get('tier')
})
logger.info(f"Creating player corpse (PvP death) for {opponent['name']} at {opponent['location_id']} with {len(inventory_items)} items")
# Only create corpse if opponent has items
corpse_data = None
if inventory_items:
logger.info(f"Creating player corpse (PvP death) for {opponent['name']} at {opponent['location_id']} with {len(inventory_items)} items")
corpse_id = await db.create_player_corpse(
player_name=opponent['name'],
location_id=opponent['location_id'],
items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
)
corpse_id = await db.create_player_corpse(
player_name=opponent['name'],
location_id=opponent['location_id'],
items=json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
)
logger.info(f"Successfully created player corpse (PvP death): ID={corpse_id}, player={opponent['name']}, location={opponent['location_id']}, items_count={len(inventory_items)}")
logger.info(f"Successfully created player corpse (PvP death): ID={corpse_id}, player={opponent['name']}, location={opponent['location_id']}, items_count={len(inventory_items)}")
# Clear opponent's inventory (items are now in corpse)
await db.clear_inventory(opponent['id'])
# Clear opponent's inventory (items are now in corpse)
await db.clear_inventory(opponent['id'])
# Build corpse data for broadcast
corpse_data = {
"id": f"player_{corpse_id}",
"type": "player",
"name": f"{opponent['name']}'s Corpse",
"emoji": "⚰️",
"player_name": opponent['name'],
"loot_count": len(inventory_items),
"items": inventory_items,
"timestamp": time_module.time()
}
# Build corpse data for broadcast
corpse_data = {
"id": f"player_{corpse_id}",
"type": "player",
"name": f"{opponent['name']}'s Corpse",
"emoji": "⚰️",
"player_name": opponent['name'],
"loot_count": len(inventory_items),
"items": inventory_items,
"timestamp": time_module.time()
}
else:
logger.info(f"Player {opponent['name']} died (PvP death) with no items, skipping corpse creation")
# Update PvP statistics for both players
await db.update_player_statistics(opponent['id'],
@@ -1000,18 +1033,21 @@ async def pvp_combat_action(
increment=True
)
# Broadcast to location that player died and corpse appeared
# Broadcast to location that player died (and corpse if created)
logger.info(f"Broadcasting player_died (PvP death) to location {opponent['location_id']} for player {opponent['name']}")
broadcast_data = {
"message": get_game_message('pvp_defeat_broadcast', locale, opponent=opponent['name'], winner=current_player['name']),
"action": "player_died",
"player_id": opponent['id']
}
if corpse_data:
broadcast_data["corpse"] = corpse_data
await manager.send_to_location(
location_id=opponent['location_id'],
message={
"type": "location_update",
"data": {
"message": get_game_message('pvp_defeat_broadcast', locale, opponent=opponent['name'], winner=current_player['name']),
"action": "player_died",
"player_id": opponent['id'],
"corpse": corpse_data
},
"data": broadcast_data,
"timestamp": datetime.utcnow().isoformat()
}
)
@@ -1048,10 +1084,11 @@ async def pvp_combat_action(
elif req.action == 'flee':
# 50% chance to flee from PvP
if random.random() < 0.5:
last_action_text = f"{current_player['name']} fled from combat!"
last_action_text = get_game_message('flee_success_text', locale, name=current_player['name'])
messages.append(create_combat_message(
"flee_success",
origin="player"
origin="player",
message=last_action_text
))
combat_over = True
@@ -1069,11 +1106,12 @@ async def pvp_combat_action(
)
else:
# Failed to flee, skip turn
last_action_text = f"{current_player['name']} tried to flee but failed!"
last_action_text = get_game_message('flee_fail_text', locale, name=current_player['name'])
messages.append(create_combat_message(
"flee_fail",
origin="player",
reason="chance"
reason="chance",
message=last_action_text
))
await db.update_pvp_combat(pvp_combat['id'], {
@@ -1113,14 +1151,16 @@ async def pvp_combat_action(
"username": fresh_attacker['name'],
"level": fresh_attacker['level'],
"hp": fresh_attacker['hp'],
"max_hp": fresh_attacker['max_hp']
"max_hp": fresh_attacker['max_hp'],
"image": "/images/characters/default.webp"
},
"defender": {
"id": fresh_defender['id'],
"username": fresh_defender['name'],
"level": fresh_defender['level'],
"hp": fresh_defender['hp'],
"max_hp": fresh_defender['max_hp']
"max_hp": fresh_defender['max_hp'],
"image": "/images/characters/default.webp"
},
"is_attacker": is_attacker,
"your_turn": your_turn,
@@ -1134,18 +1174,68 @@ async def pvp_combat_action(
"defender_fled": updated_pvp.get('defender_fled', False)
}
# Determine which player object to send as "player" data for global state updates
player_data = {
"id": fresh_attacker['id'],
"username": fresh_attacker['name'],
"level": fresh_attacker['level'],
"hp": fresh_attacker['hp'],
"max_hp": fresh_attacker['max_hp'],
"xp": fresh_attacker['xp'],
"max_xp": fresh_attacker['level'] * 1000
} if is_attacker else {
"id": fresh_defender['id'],
"username": fresh_defender['name'],
"level": fresh_defender['level'],
"hp": fresh_defender['hp'],
"max_hp": fresh_defender['max_hp'],
"xp": fresh_defender['xp'],
"max_xp": fresh_defender['level'] * 1000
}
# Process messages for this player
# Use actor_id (current_player['id']) to identify who performed the action
# If I am NOT the actor, then the action was done BY an enemy against me.
# So I swap 'player' origin (Actor) to 'enemy' origin (Attacker from my perspective).
actor_id = current_player['id']
import copy
player_messages = []
is_actor = (player_id == actor_id)
# For the victim (non-actor), we strip the pre-generated text messages so frontend can generate
# "Enemy hit you" instead of "Alice hit Bob"
if not is_actor:
msgs_copy = copy.deepcopy(messages)
for m in msgs_copy:
if m.get('origin') == 'player':
m['origin'] = 'enemy'
elif m.get('origin') == 'enemy':
m['origin'] = 'player'
player_messages.append(m)
else:
player_messages = messages
# Send separate payloads
# For actor: keep full text
# For victim: strip main message text so frontend uses data to render "Enemy hit you"
payload_data = {
"message": last_action_text if is_actor else None, # key refactor: hide text for victim
"log_entry": last_action_text if is_actor else None,
"pvp_combat": enriched_pvp,
"combat_over": combat_over,
"winner_id": winner_id,
"player": player_data,
"attacker_hp": fresh_attacker['hp'],
"defender_hp": fresh_defender['hp'],
"messages": player_messages
}
await manager.send_personal_message(player_id, {
"type": "combat_update",
"data": {
"message": last_action_text if player_id == current_user['id'] else "",
"log_entry": last_action_text if player_id == current_user['id'] else "", # Append to combat log
"pvp_combat": enriched_pvp,
"combat_over": combat_over,
"winner_id": winner_id,
"attacker_hp": fresh_attacker['hp'],
"defender_hp": fresh_defender['hp'],
"messages": messages if player_id == current_user['id'] else []
},
"data": payload_data,
"timestamp": datetime.utcnow().isoformat()
})

View File

@@ -1124,46 +1124,54 @@ async def use_item(
'tier': inv_item.get('tier')
})
# Store minimal data in database
db_items = json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
# Only create corpse if player has items
corpse_data = None
if inventory_items:
# Store minimal data in database
db_items = json.dumps([{'item_id': i['item_id'], 'quantity': i['quantity']} for i in inventory])
logger.info(f"Creating player corpse for {player['name']} at {player['location_id']} with {len(inventory_items)} items")
logger.info(f"Creating player corpse for {player['name']} at {player['location_id']} with {len(inventory_items)} items")
corpse_id = await db.create_player_corpse(
player_name=player['name'],
location_id=player['location_id'],
items=db_items
)
corpse_id = await db.create_player_corpse(
player_name=player['name'],
location_id=player['location_id'],
items=db_items
)
logger.info(f"Successfully created player corpse: ID={corpse_id}, player={player['name']}, location={player['location_id']}, items_count={len(inventory_items)}")
logger.info(f"Successfully created player corpse: ID={corpse_id}, player={player['name']}, location={player['location_id']}, items_count={len(inventory_items)}")
# Clear player's inventory (items are now in corpse)
await db.clear_inventory(current_user['id'])
# Clear player's inventory (items are now in corpse)
await db.clear_inventory(current_user['id'])
# Build corpse data for broadcast
corpse_data = {
"id": f"player_{corpse_id}",
"type": "player",
"name": f"{player['name']}'s Corpse",
"emoji": "⚰️",
"player_name": player['name'],
"loot_count": len(inventory_items),
"items": inventory_items, # Full item list for UI
"timestamp": time_module.time()
}
# Build corpse data for broadcast
corpse_data = {
"id": f"player_{corpse_id}",
"type": "player",
"name": f"{player['name']}'s Corpse",
"emoji": "⚰️",
"player_name": player['name'],
"loot_count": len(inventory_items),
"items": inventory_items, # Full item list for UI
"timestamp": time_module.time()
}
else:
logger.info(f"Player {player['name']} died (use_item combat) with no items, skipping corpse creation")
# Broadcast to location that player died and corpse appeared
# Broadcast to location that player died (and corpse if created)
logger.info(f"Broadcasting player_died to location {player['location_id']} for player {player['name']}")
broadcast_data = {
"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
"action": "player_died",
"player_id": player['id']
}
if corpse_data:
broadcast_data["corpse"] = corpse_data
await manager.send_to_location(
location_id=player['location_id'],
message={
"type": "location_update",
"data": {
"message": get_game_message('player_defeated_broadcast', locale, player_name=player['name']),
"action": "player_died",
"player_id": player['id'],
"corpse": corpse_data # Send full corpse data
},
"data": broadcast_data,
"timestamp": datetime.utcnow().isoformat()
},
exclude_player_id=current_user['id']

View File

@@ -0,0 +1,6 @@
"""
Global game constants
"""
# PvP Combat
PVP_TURN_TIMEOUT = 60

View File

@@ -47,11 +47,13 @@ GAME_MESSAGES = {
'player_entered_combat': {'en': '{player_name} entered combat with {npc_name}', 'es': '{player_name} entró en combate con {npc_name}'},
'player_returned_pvp': {'en': '{player_name} has returned from PvP combat.', 'es': '{player_name} ha regresado del combate PvP.'},
'player_entered_combat': {'en': '{player_name} entered combat with {npc_name}', 'es': '{player_name} entró en combate con {npc_name}'},
'player_returned_pvp': {'en': '{player_name} has returned from PvP combat.', 'es': '{player_name} ha regresado del combate PvP.'},
'pvp_defeat_broadcast': {'en': '{opponent} was defeated by {winner} in PvP combat', 'es': '{opponent} fue derrotado por {winner} en combate PvP'},
'pvp_initiated_attacker': {'en': "You have initiated combat with {defender}! They get the first turn.", 'es': "¡Has iniciado combate con {defender}! Tiene el primer turno."},
'pvp_challenged_defender': {'en': "{attacker} has challenged you to PvP combat! It's your turn.", 'es': "¡{attacker} te ha desafiado a combate PvP! Es tu turno."},
'pvp_combat_started_broadcast': {'en': "⚔️ PvP combat started between {attacker} and {defender}!", 'es': "⚔️ ¡Combate PvP iniciado entre {attacker} y {defender}!"},
'flee_success_text': {'en': "{name} fled from combat!", 'es': "¡{name} huyó del combate!"},
'flee_fail_text': {'en': "{name} tried to flee but failed!", 'es': "¡{name} intentó huir pero falló!"},
# Loot
'corpse_name_npc': {'en': "{name} Corpse", 'es': "Cadáver de {name}"},

1
build.sh Executable file
View File

@@ -0,0 +1 @@
docker compose build echoes_of_the_ashes_api echoes_of_the_ashes_pwa && docker compose up -d echoes_of_the_ashes_api echoes_of_the_ashes_pwa echoes_of_the_ashes_api

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@@ -16,7 +16,7 @@ echo " Source: $SOURCE_DIR"
echo " Output: $OUTPUT_DIR"
echo ""
for category in items locations npcs interactables; do
for category in items locations npcs interactables characters; do
src="$SOURCE_DIR/$category"
out="$OUTPUT_DIR/$category"

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@@ -0,0 +1,27 @@
Inventory & Interaction
pickup.wav (Picking up an item)
drop.wav (Dropping an item)
equip.wav (Equipping an item)
unequip.wav (Unequipping an item)
use.wav (Using a consumable like food/potion)
interact.wav (Looting a corpse)
Combat - General
hit.wav (When anyone takes damage)
victory.wav (Combat won)
defeat.wav (Combat lost)
flee.wav (Successfully ran away)
Combat - Player Weapons
The system detects keywords in the weapon name to pick the sound. If no match is found, it plays the default.
attack_sword.wav (Swords, Blades)
attack_axe.wav (Axes)
attack_bow.wav (Bows)
attack_dagger.wav (Daggers)
attack_blunt.wav (Hammers, Maces)
attack_punch.wav (Unarmed/Fists)
attack_default.wav (Required fallback)
Combat - Enemies
The system tries to find a specific sound for the NPC ID first.
attack_enemy_default.wav (Required fallback)
attack_enemy_<ID>.wav (Optional specific sounds, e.g., attack_enemy_1.wav)

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@@ -4124,3 +4124,8 @@ body.no-scroll {
}
}
}
/* Utility classes */
.text-danger {
color: #ff4444 !important;
}

View File

@@ -119,7 +119,8 @@ function Game() {
is_pvp: true,
in_combat: true,
combat_over: message.data.combat_over || false,
pvp_combat: message.data.pvp_combat
pvp_combat: message.data.pvp_combat,
messages: message.data.messages
})
}
if (message.data?.player) {
@@ -382,7 +383,7 @@ function Game() {
onLootCorpseItem={actions.handleLootCorpseItem}
onSetExpandedCorpse={(corpseId: string | null) => {
if (corpseId === null) {
actions.setSelectedItem(null)
actions.handleCloseCorpseDetails()
} else {
actions.handleViewCorpseDetails(corpseId)
}

View File

@@ -13,7 +13,7 @@ interface CombatProps {
playerState: any;
equipment: any;
onCombatAction: (action: string) => Promise<any>;
onPvPAction: (action: string, targetId: number) => Promise<void>;
onPvPAction: (action: string, targetId: number) => Promise<any>;
onExitCombat: () => void;
onExitPvPCombat: () => Promise<void>;
addCombatLogEntry: (entry: any) => void;
@@ -91,11 +91,24 @@ export const Combat: React.FC<CombatProps> = ({
}];
};
// Calculate if it's your turn for PVP
const computeYourTurn = () => {
if (!isPvP) return initialCombatData?.turn === 'player';
const pvp = initialCombatData?.pvp_combat;
if (!pvp) return false;
// your_turn comes directly from API, or we calculate it
if (pvp.your_turn !== undefined) return pvp.your_turn;
const isAttacker = pvp.is_attacker;
const currentTurn = pvp.current_turn || pvp.turn;
return (isAttacker && currentTurn === 'attacker') || (!isAttacker && currentTurn === 'defender');
};
// --- State Management ---
// We synchronize local state with props, but manage animations locally
const [localCombatState, setLocalCombatState] = useState<CombatState>({
inCombat: true,
turn: initialCombatData?.turn || 'player',
turn: initialCombatData?.turn || initialCombatData?.pvp_combat?.current_turn || 'player',
yourTurn: computeYourTurn(),
npcId: initialCombatData?.combat?.npc_id || initialCombatData?.pvp_combat?.defender?.id,
npcName: resolveName(initialCombatData?.combat?.npc_name) ||
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.username : initialCombatData?.pvp_combat?.attacker?.username),
@@ -103,7 +116,8 @@ export const Combat: React.FC<CombatProps> = ({
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.hp : initialCombatData?.pvp_combat?.attacker?.hp) || 100,
npcMaxHp: initialCombatData?.combat?.npc_max_hp ||
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.max_hp : initialCombatData?.pvp_combat?.attacker?.max_hp) || 100,
npcImage: initialCombatData?.combat?.npc_image,
npcImage: initialCombatData?.combat?.npc_image ||
(initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.image : initialCombatData?.pvp_combat?.attacker?.image),
playerHp: playerState?.health || profile?.hp || 100,
playerMaxHp: playerState?.max_health || profile?.max_hp || 100,
messages: getInitialLogMessage(),
@@ -112,7 +126,7 @@ export const Combat: React.FC<CombatProps> = ({
opponentName: isPvP
? (initialCombatData?.pvp_combat?.is_attacker ? initialCombatData?.pvp_combat?.defender?.username : initialCombatData?.pvp_combat?.attacker?.username)
: undefined,
turnTimeRemaining: initialCombatData?.turn_time_remaining
turnTimeRemaining: initialCombatData?.pvp_combat?.time_remaining ?? initialCombatData?.turn_time_remaining
});
const [animState, setAnimState] = useState<AnimationState>({
@@ -144,19 +158,131 @@ export const Combat: React.FC<CombatProps> = ({
}, [messageQueue]);
// Update local state when props change (especially for PvP live updates)
// IMPORTANT: We preserve existing messages to avoid wiping the initial log
// NOTE: HP values are NOT synced here - they are managed through processMessage for proper animation timing
// This handles both initial state and WebSocket updates (for the passive player)
useEffect(() => {
if (initialCombatData) {
// Get time remaining from multiple possible paths
const newTimeRemaining =
initialCombatData?.pvp_combat?.time_remaining ??
initialCombatData?.turn_time_remaining ??
undefined;
// Calculate yourTurn for PVP
let newYourTurn: boolean | undefined;
if (isPvP) {
const pvp = initialCombatData?.pvp_combat;
if (pvp?.your_turn !== undefined) {
newYourTurn = pvp.your_turn;
} else if (pvp) {
const isAttacker = pvp.is_attacker;
const currentTurn = pvp.current_turn || pvp.turn;
newYourTurn = (isAttacker && currentTurn === 'attacker') || (!isAttacker && currentTurn === 'defender');
}
} else {
newYourTurn = initialCombatData.turn === 'player' || initialCombatData.combat?.turn === 'player';
}
// For PVP: sync HP from WebSocket update for passive player
let newPlayerHp: number | undefined;
let newNpcHp: number | undefined;
if (isPvP && initialCombatData?.pvp_combat) {
const pvp = initialCombatData.pvp_combat;
const isAttacker = pvp.is_attacker;
// My HP vs opponent HP based on role
if (isAttacker) {
newPlayerHp = pvp.attacker?.hp;
newNpcHp = pvp.defender?.hp;
} else {
newPlayerHp = pvp.defender?.hp;
newNpcHp = pvp.attacker?.hp;
}
}
// Handle incoming messages from WebSocket (for passive player)
if (isPvP && initialCombatData?.messages && Array.isArray(initialCombatData.messages)) {
const timestamp = new Date().toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit' });
for (const msg of initialCombatData.messages) {
// Skip messages originating from 'player' (active user) as they are handled by the immediate API response
if (msg.origin === 'player') continue;
// Add message to combat log (only for non-player origin)
setLocalCombatState(prev => ({
...prev,
messages: [...prev.messages, { ...msg, timestamp }]
}));
// Trigger animations via WebSocket message (passive player)
if ((msg.type === 'damage' || msg.type === 'player_attack') && msg.origin === 'enemy') {
// Enemy dealt damage to me
triggerAnim('enemyAttacking', 400);
setTimeout(() => {
addFloatingText(`-${msg.data?.damage || 0}`, 'damage', 'player');
triggerAnim('playerHit', 300);
}, 200);
} else if (msg.type === 'miss' && msg.origin === 'enemy') {
// Enemy missed me
triggerAnim('enemyAttacking', 400);
setTimeout(() => {
addFloatingText('Miss!', 'miss', 'player');
}, 200);
} else if (msg.type === 'flee_success') {
// Opponent fled -> I win (msg origin is 'enemy' after swap? NO wait.)
// Backend: attacker_fled=True.
// Message generated: "player fled". Origin="player".
// Backend swaps origin to "enemy" for me.
// So I receive: msg.type='flee_success', origin='enemy'.
setCombatResult('victory');
} else if (msg.type === 'victory' || msg.type === 'player_defeated') {
// If I receive 'victory', and origin='player' (skipped).
// If origin='enemy' -> Enemy Won -> I Defeat.
if (msg.origin === 'player') {
setCombatResult('victory');
} else {
setCombatResult('defeat');
}
}
}
}
// Handle combat_over from WebSocket
if (initialCombatData?.combat_over) {
const pvp = initialCombatData?.pvp_combat;
const myId = pvp?.is_attacker
? pvp?.attacker?.id
: pvp?.defender?.id;
// Check if someone fled
const iAmAttacker = pvp?.is_attacker;
const opponentFled = iAmAttacker ? pvp?.defender_fled : pvp?.attacker_fled;
const iFled = iAmAttacker ? pvp?.attacker_fled : pvp?.defender_fled;
if (opponentFled) {
// Opponent fled - I "win" by default
setCombatResult('victory');
} else if (iFled) {
// I fled successfully
setCombatResult('fled');
} else if (initialCombatData?.winner_id === myId) {
setCombatResult('victory');
} else if (initialCombatData?.winner_id) {
setCombatResult('defeat');
}
}
setLocalCombatState(prev => ({
...prev,
turn: initialCombatData.turn || initialCombatData.combat?.turn || prev.turn,
turn: initialCombatData.turn || initialCombatData.combat?.turn || initialCombatData.pvp_combat?.current_turn || prev.turn,
yourTurn: newYourTurn !== undefined ? newYourTurn : prev.yourTurn,
round: initialCombatData?.combat?.round ?? prev.round,
turnTimeRemaining: initialCombatData?.turn_time_remaining
// Do NOT overwrite messages or HP here - HP is managed by processMessage
turnTimeRemaining: newTimeRemaining !== undefined ? newTimeRemaining : prev.turnTimeRemaining,
// Sync HP for PVP from WebSocket updates
...(isPvP && newPlayerHp !== undefined ? { playerHp: newPlayerHp } : {}),
...(isPvP && newNpcHp !== undefined ? { npcHp: newNpcHp } : {})
}));
}
}, [initialCombatData]);
}, [initialCombatData, isPvP]);
// --- Handlers ---
@@ -186,6 +312,41 @@ export const Combat: React.FC<CombatProps> = ({
};
}, []);
// Timer countdown effect for PVP
useEffect(() => {
if (!isPvP || combatResult) return; // Only for active PVP combat
const timerInterval = setInterval(() => {
setLocalCombatState(prev => {
if (prev.turnTimeRemaining !== undefined && prev.turnTimeRemaining > 0) {
const newTime = prev.turnTimeRemaining - 1;
// If timer just hit 0 and it was your turn, switch turn and log it
if (newTime === 0 && prev.yourTurn) {
// Add timeout message to log
const timestamp = new Date().toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit' });
return {
...prev,
turnTimeRemaining: newTime,
yourTurn: false, // Pass turn to opponent
messages: [...prev.messages, {
type: 'text',
origin: 'system' as const,
data: { text: t('combat.turn_timeout') },
timestamp
}]
};
}
return { ...prev, turnTimeRemaining: newTime };
}
return prev;
});
}, 1000);
return () => clearInterval(timerInterval);
}, [isPvP, combatResult, t]);
const triggerAnim = (anim: keyof AnimationState, duration: number = 500) => {
setAnimState(prev => ({ ...prev, [anim]: true }));
setTimeout(() => {
@@ -235,6 +396,7 @@ export const Combat: React.FC<CombatProps> = ({
case 'enemy_attack':
case 'monster_attack':
case 'flee_fail': // Failed flee results in enemy counter-attack
triggerAnim('enemyAttacking');
triggerAnim('playerHit', 300); // Player takes damage
if (data.damage) {
@@ -391,8 +553,84 @@ export const Combat: React.FC<CombatProps> = ({
const handlePvPActionWrapper = async (action: string) => {
if (isProcessingQueue) return;
// Clean up targetId - standard action doesn't need it usually, or use 0
await onPvPAction(action, 0);
try {
// Call PVP action and process response for animations
const response = await onPvPAction(action, 0);
if (response) {
// Determine if this is an attack action
const isAttack = action === 'attack';
// Trigger player attack animation for attacks
if (isAttack) {
triggerAnim('playerAttacking', 400);
}
// Process messages for animations and add to combat log
if (response.messages && Array.isArray(response.messages)) {
const timestamp = new Date().toLocaleTimeString([], { hour: '2-digit', minute: '2-digit', second: '2-digit' });
for (const msg of response.messages) {
// Add message to combat log
setLocalCombatState(prev => ({
...prev,
messages: [...prev.messages, { ...msg, timestamp }]
}));
// Trigger animations based on message type
if ((msg.type === 'damage' || msg.type === 'player_attack') && msg.origin === 'player') {
// Player dealt damage - show damage on enemy
setTimeout(() => {
addFloatingText(`-${msg.data?.damage || 0}`, 'damage', 'enemy');
triggerAnim('npcHit', 300);
}, 200);
} else if (msg.type === 'miss' && msg.origin === 'player') {
setTimeout(() => {
addFloatingText('Miss!', 'miss', 'enemy');
}, 200);
} else if (msg.type === 'flee_success') {
// Successfully fled - trigger combat result
setCombatResult('fled');
} else if (msg.type === 'flee_fail') {
// Failed to flee - just the log message was added
} else if (msg.type === 'victory') {
setCombatResult('victory');
} else if (msg.type === 'player_defeated') {
setCombatResult('defeat');
}
}
}
// Update HP from response if available
const isAttacker = initialCombatData?.pvp_combat?.is_attacker;
if (response.attacker_hp !== undefined && response.defender_hp !== undefined) {
const myHp = isAttacker ? response.attacker_hp : response.defender_hp;
const opponentHp = isAttacker ? response.defender_hp : response.attacker_hp;
setLocalCombatState(prev => ({
...prev,
npcHp: opponentHp,
playerHp: myHp
}));
}
// Handle combat over state
if (response.combat_over) {
if (response.winner_id === initialCombatData?.pvp_combat?.id) {
// Not used - winner_id is player id, not combat id
}
// Combat result will be set by message type above
}
// Update turn state
setLocalCombatState(prev => ({
...prev,
yourTurn: false // After action, it's always the other player's turn
}));
}
} catch (err) {
console.error('PvP action error:', err);
}
};
const [isClosing, setIsClosing] = useState(false);

View File

@@ -17,7 +17,8 @@ export interface FloatingText {
export interface CombatState {
inCombat: boolean;
turn: 'player' | 'enemy';
turn: 'player' | 'enemy' | 'attacker' | 'defender';
yourTurn?: boolean; // True when it's the current player's turn (works for both PvE and PvP)
npcId?: string;
npcName?: string;
npcHp: number;

View File

@@ -71,8 +71,8 @@ export const CombatView: React.FC<CombatViewProps> = ({
// Enemy Attack Sound
if (animState.enemyAttacking) {
// We can use state.npcId to get specific enemy sounds
if (state.npcId) {
// We can use state.npcId to get specific enemy sounds (only for PvE)
if (state.npcId && !state.isPvP) {
playSfx(`/audio/sfx/attack_enemy_${state.npcId}.wav`, '/audio/sfx/attack_enemy_default.wav');
} else {
playSfx('/audio/sfx/attack_enemy_default.wav', '/audio/sfx/attack_default.wav');
@@ -125,7 +125,15 @@ export const CombatView: React.FC<CombatViewProps> = ({
{state.turnTimeRemaining !== undefined && (
<span className="danger-badge danger-2" style={{ fontSize: '0.8rem', marginLeft: '0.5rem' }}>
{state.turnTimeRemaining}s
{state.turnTimeRemaining} s
</span>
)}
{state.isPvP && (
<span
className={`danger-badge ${state.yourTurn ? 'danger-1' : 'danger-3'}`}
style={{ fontSize: '0.8rem', marginLeft: '0.5rem', fontWeight: 'bold' }}
>
{state.yourTurn ? '🎯 ' + t('combat.your_turn') : '⏳ ' + t('combat.opponent_turn')}
</span>
)}
</h2>
@@ -169,7 +177,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
</div>
{/* Player HP (Right) */}
<div className={`stat-block player ${animState.playerAttacking ? 'attacking' : ''} ${animState.playerHit ? 'shake-effect flash-hit' : ''}`}>
<div className={`stat-block player ${animState.playerHit ? 'shake-effect flash-hit' : ''}`}>
<div className="floating-text-layer" style={{ height: '0', overflow: 'visible' }}>
{floatingTexts.filter(ft => ft.origin === 'player').map(ft => (
<div key={ft.id} className={`floating-text type-${ft.type}`} style={{ left: `${ft.x}%`, top: `${ft.y - 50}%` }}>
@@ -202,7 +210,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
<button
className="btn btn-attack"
onClick={() => onAction('attack')}
disabled={isProcessing || state.turn !== 'player'}
disabled={isProcessing || !state.yourTurn}
>
👊 {t('combat.actions.attack')}
</button>
@@ -210,7 +218,7 @@ export const CombatView: React.FC<CombatViewProps> = ({
<button
className="btn btn-flee"
onClick={() => onAction('flee')}
disabled={isProcessing || state.turn !== 'player'}
disabled={isProcessing || !state.yourTurn}
>
🏃 {t('combat.actions.flee')}
</button>
@@ -230,7 +238,14 @@ export const CombatView: React.FC<CombatViewProps> = ({
} else {
switch (msg.type) {
case 'combat_start': text = t('combat.start'); break;
case 'player_attack': text = t('combat.log.player_attack', { damage: msg.data?.damage || 0 }); break;
case 'player_attack':
if (msg.origin === 'enemy') {
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
className += " text-danger";
} else {
text = t('combat.log.player_attack', { damage: msg.data?.damage || 0 });
}
break;
case 'enemy_attack':
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
className += " text-danger";
@@ -243,6 +258,14 @@ export const CombatView: React.FC<CombatViewProps> = ({
case 'flee_fail': text = t('combat.flee.fail'); break;
case 'item_broken': text = t('combat.item_broken', { item: msg.data?.item_name }); break;
case 'xp_gain': text = t('combat.log.xp_gain', { xp: msg.data?.xp }); className += " text-warning"; break;
case 'damage':
if (msg.origin === 'enemy') {
text = t('combat.log.enemy_attack', { damage: msg.data?.damage || 0 });
className += " text-danger";
} else {
text = t('combat.log.player_attack', { damage: msg.data?.damage || 0 });
}
break;
case 'text': text = msg.data?.text || ""; break;
default: text = msg.type;
}

View File

@@ -105,6 +105,7 @@ export interface GameEngineActions {
// Interactions
handleInteract: (interactableId: string, actionId: string) => Promise<void>
handleViewCorpseDetails: (corpseId: string) => Promise<void>
handleCloseCorpseDetails: () => void
handleLootCorpse: (corpseId: string) => Promise<void>
handleLootCorpseItem: (corpseId: string, itemIndex: number | null) => Promise<void>
@@ -1046,6 +1047,10 @@ export function useGameEngine(
handleFlee,
handleInteract,
handleViewCorpseDetails,
handleCloseCorpseDetails: () => {
setExpandedCorpse(null)
setCorpseDetails(null)
},
handleLootCorpse,
handleLootCorpseItem,
handleSpendPoint,
@@ -1084,6 +1089,31 @@ export function useGameEngine(
}
}
// Polling fallback for PvP Combat reliability
// Polling fallback for PvP Combat reliability
// optimized: poll less frequently (15s) and rely on WS reconnect event
useEffect(() => {
// 1. Listen for WebSocket reconnection to fetch immediately
const handleReconnect = () => {
console.log("[PvP] WebSocket reconnected, fetching fresh state...");
fetchGameData(true);
};
window.addEventListener('game-ws-connected', handleReconnect);
// 2. Slow polling as safety net
let interval: ReturnType<typeof setInterval> | null = null;
if (combatState?.is_pvp && !combatState?.combat_over) {
interval = setInterval(() => {
fetchGameData(true);
}, 15000); // Poll every 15s instead of 3s
}
return () => {
window.removeEventListener('game-ws-connected', handleReconnect);
if (interval) clearInterval(interval);
};
}, [combatState?.is_pvp, combatState?.combat_over, fetchGameData]);
// Initial data load
useEffect(() => {
if (token) {
@@ -1091,51 +1121,22 @@ export function useGameEngine(
}
}, [token])
// WebSocket connection
// WebSocket Event Bus Listener
// Instead of maintaining a second connection, we listen to the global connection managed by GameHeader
useEffect(() => {
if (!token) return
// Get WebSocket URL based on environment (same logic as api.ts)
const API_BASE = import.meta.env.VITE_API_URL || (
import.meta.env.PROD
? 'https://api-staging.echoesoftheash.com'
: 'http://localhost:8000'
)
const wsBase = API_BASE.replace(/^http/, 'ws')
const wsUrl = `${wsBase}/ws/game/${token}`
console.log('🔌 Connecting to WebSocket:', wsUrl)
const ws = new WebSocket(wsUrl)
ws.onopen = () => {
console.log('✅ WebSocket connection established')
setWebSocket(ws)
}
ws.onmessage = (event) => {
try {
const message = JSON.parse(event.data)
_handleWebSocketMessage(message)
} catch (err) {
console.error('Failed to parse WebSocket message:', err)
const handleGameMessage = (event: Event) => {
const customEvent = event as CustomEvent;
if (customEvent.detail) {
_handleWebSocketMessage(customEvent.detail);
}
}
};
ws.onerror = (error) => {
console.error('❌ WebSocket error:', error)
}
ws.onclose = () => {
console.log('🔌 WebSocket disconnected')
setWebSocket(null)
}
window.addEventListener('game-ws-message', handleGameMessage);
return () => {
if (ws.readyState === WebSocket.OPEN) {
ws.close()
}
}
}, [token]) // Removed _handleWebSocketMessage from dependencies
window.removeEventListener('game-ws-message', handleGameMessage);
};
}, [_handleWebSocketMessage]);
return [state, actions]
}

View File

@@ -74,6 +74,9 @@ export const useGameWebSocket = ({
setIsConnected(true);
reconnectAttemptsRef.current = 0;
// Dispatch global event for other components to react (e.g., fetch fresh state)
window.dispatchEvent(new Event('game-ws-connected'));
// Start heartbeat interval (every 30 seconds)
heartbeatIntervalRef.current = setInterval(sendHeartbeat, 30000);
};
@@ -87,6 +90,16 @@ export const useGameWebSocket = ({
return;
}
if (message.id) {
// console.log(`📩 Received msg ${message.id} type=${message.type}`);
// Send ACK
wsRef.current?.send(JSON.stringify({ type: "ack", reply_to: message.id }));
}
// Dispatch to global event bus so other components (like Game.tsx) can react
// without needing their own WebSocket connection
window.dispatchEvent(new CustomEvent('game-ws-message', { detail: message }));
// Pass message to handler
onMessage(message);
} catch (error) {

View File

@@ -151,6 +151,9 @@
"inCombat": "In Combat",
"yourTurn": "Your Turn",
"enemyTurn": "Enemy's Turn",
"your_turn": "Your Turn",
"opponent_turn": "Waiting",
"turn_timeout": "Time ran out! Turn passed.",
"victory": "Victory!",
"defeat": "Defeat",
"youDied": "You Died",

View File

@@ -149,6 +149,9 @@
"inCombat": "En Combate",
"yourTurn": "Tu Turno",
"enemyTurn": "Turno del Enemigo",
"your_turn": "Tu Turno",
"opponent_turn": "Esperando",
"turn_timeout": "¡Se acabó el tiempo! Turno pasado.",
"victory": "¡Victoria!",
"defeat": "Derrota",
"youDied": "Has Muerto",